jinxxes
[disgust in gucci]
The City
The world of the supernatural is unknown to most humans, they live through their lives in ignorance. The werewolves at a territory war, leaving seven fatalities? Gang violence. A hungry vampire attacking and leaving it's victim to bleed out through it's neck? A feral dog attack. It is the hunters job to make sure that is the information out there, sure there are believers in the supernatural, you can never get rid of legends, but the goal is to shroud them as much as possible, and to deal with the ones who would dare harm others.
The city of (insert) has an incredibly high level of supernatural presence, of which has been growing exponentially over the last few years, crime rates surging from both humans and the unknown as tensions run high. Something is stirring, and no one knows.
Elizabeth Roth runs (insert) territory, it extends past the city to the halfway mark to he next city on either side from the main highway. An off road heading south-bound comes to a campground and forest that is still within the city's jurisdiction; along with strips along the highways. The most prominent supernatural activity in the city are werewolf gangs, particularly 'Scratch.' They do not have a major record of attacking humans, but they are incredibly territorial of other werewolves and even the other creatures.
Hunters
The ones responsible for keeping peace between the two sides. For (insert), the head of the hunters believes in only taking down the supernatural that are dangerous and she dos not easily welcome those who join just to kill. Coexisting is the goal.
Low-Rank
These make up the most numbers, but often do not last long, whether that is from death or leaving out of fear. They will always be accompanied by a mid or high tier for low to mid risk calls. They are equipped with a spirit knife and spirit gun for combat, and go through training at the base to maintain enough skill to handle themselves. Abilities may have began to manifest, it may have been what drove them to seek the hunters out in the first place, but training is focused on control and survival.
Mid-Rank
Having proved their mental stability and skills, this becomes a transitional period to reach a greater potential. While allowed to go out on solo missions, they begin work on further developing any abilities they may have and designing their very own sacred weapon based on their fighting specialty. This rank is where majority will stay during their time as a hunter, even with completing their weapon and developing their abilities, they will continued to gain more experience until it is decided it's time to test. The test to become a high tier is never the same, it is catered to the individual to push past their limits. If failure is imminent, the test will be stopped immediately and there is at least a six month wait period before you may attempt again. The more failures, the longer the wait period which may disqualify any chance of promotion.
High-Rank
The lowest in numbers, high-ranking hunters take leading roles in the establishments. They've been hardened through the many battles and have mastered the art of their weapons and abilities. These hunters must dedicate their time to taking on the most dangerous of cases, along with training the lower individuals. It is a difficult balance, but at this point they have the ability to make executive decisions regarding their own actions and others. While the head's word is final, high ranking hunters have the authority to assign themselves missions and bring along whoever they deem fit.
Sacred Weapons
Through research, a material has been made that is able to channel ones own abilities through, and provide a greater weapon to supernatural enemies. Additionally, these are the only weapons that will still strike an intangible ghost. Basic spirit knives and guns are made available to all low-ranking hunters for protection. They do not take up much personal energy and instead use manufactured energy. This setting will slowly get upgraded to use ones own as the hunter becomes more experienced and works within their own abilities.
Weapons become personal after the initial promotion to a mid-ranked hunter. Training will undergo to test your strengths and weaknesses to determine what sort of weapon will fit best with fighting style and powers. This is an experimental time, and many prototypes may be made before a final design is settled upon.
Powers
The most basic skill a hunter must have is sight, the ability to see ghosts. Without this, there is no chance of developing any further abilities and thus at too much of a risk to join the force.
Any further skills are from an intrinsic energy residing within the person. Oftentimes, even if this ability hasn't surfaced yet, the basic nature of it can be traced through testing from the body's aura. These abilities have an incredible range of types, and only seem limited by the body's physical capabilities. They will take up energy to use, sacred weapons often help with the control so that energy is not wasted through output. But it is not necessary to channel them through that. A weapon is merely a focus that aids, other items may pertain to that as well such as talisman or crystal ball.
The Supernatural
Werewolves
Vampires
Shapeshifters
Ghosts
Demons
ERROR-UNKNOWN
Witchcraft
Magic is not unheard of, but it is more rare. While many hunters have these abilities, magic is on a whole other level. Anyone with their aura's built for abilities may be able to do magic on a small scale, but of those who might be considered 'witches,' they have a far greater amount of energy that is provided, allowing for greater feats of their powers. Spells have intensive rules though and are highly complicated to formulate, there is often just a type of magic someone will specialize in and master. Still, they are a great asset to hunters and often look for them to join their ranks as support.
The world of the supernatural is unknown to most humans, they live through their lives in ignorance. The werewolves at a territory war, leaving seven fatalities? Gang violence. A hungry vampire attacking and leaving it's victim to bleed out through it's neck? A feral dog attack. It is the hunters job to make sure that is the information out there, sure there are believers in the supernatural, you can never get rid of legends, but the goal is to shroud them as much as possible, and to deal with the ones who would dare harm others.
The city of (insert) has an incredibly high level of supernatural presence, of which has been growing exponentially over the last few years, crime rates surging from both humans and the unknown as tensions run high. Something is stirring, and no one knows.
Elizabeth Roth runs (insert) territory, it extends past the city to the halfway mark to he next city on either side from the main highway. An off road heading south-bound comes to a campground and forest that is still within the city's jurisdiction; along with strips along the highways. The most prominent supernatural activity in the city are werewolf gangs, particularly 'Scratch.' They do not have a major record of attacking humans, but they are incredibly territorial of other werewolves and even the other creatures.
Hunters
The ones responsible for keeping peace between the two sides. For (insert), the head of the hunters believes in only taking down the supernatural that are dangerous and she dos not easily welcome those who join just to kill. Coexisting is the goal.
Low-Rank
These make up the most numbers, but often do not last long, whether that is from death or leaving out of fear. They will always be accompanied by a mid or high tier for low to mid risk calls. They are equipped with a spirit knife and spirit gun for combat, and go through training at the base to maintain enough skill to handle themselves. Abilities may have began to manifest, it may have been what drove them to seek the hunters out in the first place, but training is focused on control and survival.
Mid-Rank
Having proved their mental stability and skills, this becomes a transitional period to reach a greater potential. While allowed to go out on solo missions, they begin work on further developing any abilities they may have and designing their very own sacred weapon based on their fighting specialty. This rank is where majority will stay during their time as a hunter, even with completing their weapon and developing their abilities, they will continued to gain more experience until it is decided it's time to test. The test to become a high tier is never the same, it is catered to the individual to push past their limits. If failure is imminent, the test will be stopped immediately and there is at least a six month wait period before you may attempt again. The more failures, the longer the wait period which may disqualify any chance of promotion.
High-Rank
The lowest in numbers, high-ranking hunters take leading roles in the establishments. They've been hardened through the many battles and have mastered the art of their weapons and abilities. These hunters must dedicate their time to taking on the most dangerous of cases, along with training the lower individuals. It is a difficult balance, but at this point they have the ability to make executive decisions regarding their own actions and others. While the head's word is final, high ranking hunters have the authority to assign themselves missions and bring along whoever they deem fit.
Sacred Weapons
Through research, a material has been made that is able to channel ones own abilities through, and provide a greater weapon to supernatural enemies. Additionally, these are the only weapons that will still strike an intangible ghost. Basic spirit knives and guns are made available to all low-ranking hunters for protection. They do not take up much personal energy and instead use manufactured energy. This setting will slowly get upgraded to use ones own as the hunter becomes more experienced and works within their own abilities.
Weapons become personal after the initial promotion to a mid-ranked hunter. Training will undergo to test your strengths and weaknesses to determine what sort of weapon will fit best with fighting style and powers. This is an experimental time, and many prototypes may be made before a final design is settled upon.
Powers
The most basic skill a hunter must have is sight, the ability to see ghosts. Without this, there is no chance of developing any further abilities and thus at too much of a risk to join the force.
Any further skills are from an intrinsic energy residing within the person. Oftentimes, even if this ability hasn't surfaced yet, the basic nature of it can be traced through testing from the body's aura. These abilities have an incredible range of types, and only seem limited by the body's physical capabilities. They will take up energy to use, sacred weapons often help with the control so that energy is not wasted through output. But it is not necessary to channel them through that. A weapon is merely a focus that aids, other items may pertain to that as well such as talisman or crystal ball.
The Supernatural
Werewolves
Vampires
Shapeshifters
Ghosts
Demons
ERROR-UNKNOWN
Witchcraft
Magic is not unheard of, but it is more rare. While many hunters have these abilities, magic is on a whole other level. Anyone with their aura's built for abilities may be able to do magic on a small scale, but of those who might be considered 'witches,' they have a far greater amount of energy that is provided, allowing for greater feats of their powers. Spells have intensive rules though and are highly complicated to formulate, there is often just a type of magic someone will specialize in and master. Still, they are a great asset to hunters and often look for them to join their ranks as support.
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